All posts by Yummy

Create of the Artiste System

Palette Reference – 22 – Thrower – Part 18 – RemoveFolder

RemoveFolder

If this entry on the *thrower nc is NOT BLANK, then any and all items attached to the nc-owning avatar that are in this inventory folder will be detached/removed as the last step in a throw.

Be sure to specify the FULL PATH, as it assumes no parent folders.

Examples:

RemoveFolder,For Throwers\FedoraHat

You can also specify a delay-time.

RemoveFolderDelay,4.7

It will add a 4.7 second delay after the final step of the throw before removing the items in the RemoveFolder

Palette Reference – 21 – Thrower – Part 17 – AutoReturn

AutoReturn

This is used to automatically return a throwable Palette home, after it is thrown.

Requires Moveable,on ability.

Example:

AutoReturn,10

It is meant to be used during practice or the creative process but might find a use for it during a live show.

There are several preconditions:

1 – AutoReturn on *thrower nc must not be zero
2 – Throwable ability must be on
3 – The Palette must NOT be ATTACHED
4 –  Palette must not be FollowSpottable
5 – StoredHomePos must not be zero-vector
6 –
Requires Moveable,on ability.

If the above conditions are satisfied then the Palette is auto-returned after the specified number of seconds and you get the message “[RCV] Thrower Returning Home”.  The Palette is set to NON-PHYSICAL and a GoHome is performed, returning the Thrower/Palette to its InitialOffsetSo of course this must be set ahead of time.  See Mover Book for setting InitialOffset

IMPORTANT: Auto-Return timing starts at the beginning of a throw (1,2, or 3) so be sure to allow enough time for all the parts of a throw to execute fully,  especially when using Matrix.

Palette Reference – 20 – Thrower – Part 16 – Matrix

Matrix

Matrix is a term used to describe special in-flight change of velocity (speed)…usually a slow-down to possible stop.

It requires Velocity,on  in the *thrower nc.
Example:

SetVelocity,on
Velocity,<0,2,2.66>

On the *thrower nc:

/* Post Matrix
SetMatrix,(on/off)
MatrixSpeedFactor,3.0
MatrixDelay,2.0
MatrixNonPhysAfterWait,4

After a Matrix-Enabled Palette is thrown, it will change speed after MatrixDelay seconds have elapsed after the throw command.  It will stop completely by turning NON-PHYSICAL after MatrixNonPhysAfterWait seconds have expired.

The speed of the slow-down is the velocity divided by the MatrixSpeedFactor.  So if 3.0 then the speed will be one-third of the Velocity.  (Velocity divided by 3).

Palette Reference – 19 – Thrower – Part 15 – Receiving/Catching a Thrown Embedded Palette

Receiving/Catching a Thrown Embedded Palette

To be eligible to receive a thrown Palette, indicate the body-part number on the *thrower nc in the inside(embedded) Palette using:

Example:
Receiver,6

This Palette must first be prepared.  The receiving avatar must “touch” it and grant attach”  permissions. Then it must be placed back into the throwing  (outside/attached) Palette.

The thrown (inside/embedded) Palette will attach to the specified body-part upon collision of the thrown (inside/embedded) Palette, assuming, AttachOnCollide,on  is set on the (inside/embedded) Palette.

It is suggested that you attach/link an invisible object that is the position and rotation of how you want the received/caught object to appear upon collision/at-range event

Practical attach points are:

2 = skull
5 = LT Hand
6 = RT Hand
7 = Left Foot
8 = Right Foot
0 = Last Used Attach Point

*******************

 

Palette Reference – 18 – Thrower – Part 14 – Throwing an Embedded Palette

Throwing an Embedded Palette

Placing a Palette inside of another Palette offers an illusion.
It propels the inside(embedded) Palette while turning the outside(attached)  Palette, usually attached to an Avatar, INVISIBLE, since we cannot actually throw an attached palette.

The outside(attached) Palette must have:

Rezzer,on  — on IT’s *thrower nc.

AND

RezObjectName,(inside-embedded object name) — on IT’s *thrower nc.

***

The inside(embedded) object must have either:

RezMe,on

OR

TempRezMe,on

The illusion is completed with a well-timed and triggered propelling animation

 

 

 

Palette Reference – 17 – Thrower – Part 13 – Attach/Detach

Attach/Detach


Abilities – Attachable,on

Attach

This allows you to attach  a Palette that is NOT in your inventory but just laying around in-world somewhere. A well-timed attach can create many illusions.

Examples:

1,r=p%02_A%attach%(body-part-number)

1,r=p%02_A%attach%6

Practical attach points are:

2 = skull
5 = LT Hand
6 = RT Hand
7 = Left Foot
8 = Right Foot
0 = Last Used Attach Point

*******************
Abilities – Attachable,on

Detach

Ex:  1,r=p%02_a%detach

Detaches all objects in the designated remove-folder specified on the *thrower nc.

RemoveFolder,(fullpath)

You must pre-attach the items in the RemoveFolder. then later you can reattach them during showtime.

 

Palette Reference – 16 – Thrower – Part 12 – AttachOnRange

AttachOnRange

Attachable,on   is required.

You can dictate that a Palette attach itself to the owning avatar when it satisfies the range requirement during a throw by way of a setting on the *thrower nc.

AttachOnRange,on,2

The 2 is the attach-point

Practical attach points are:

2 = skull
5 = LT Hand
6 = RT Hand
7 = Left Foot
8 = Right Foot
0 = Last Used Attach Point

 

 

Palette Reference – 15 – Thrower – Part 11 – Mutual Exclusives

Mutual Exclusives

Some choices don’t make sense when used together or could conflict of confuse or, more likely, because they do the same thing, only slightly different.  So I have prevented the use of them during the notecard reading cycle. (*thrower) as well as Palette Menu choices and settings.

For example:

You cannot use both ApplyImpulse and Velocity as both propel the Palette with instantaneous momentum, only the ApplyImpulse factors in the Mass (weight).

and…

You can only use ONE of the following at a time:

ApplyRotationImpulse
AngularVelocity
TargetOmega

Common attach points are: